ZDoom Damage Calculator — DECORATE damage ranges, DPS, and tic conversion

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yulorien
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ZDoom Damage Calculator — DECORATE damage ranges, DPS, and tic conversion

Post by yulorien »

Made this for my own balancing work a while back and figured it might be useful for someone else here.

When you've got Damage 12 in DECORATE and want to see what that actually does — min/max/avg per shot, how many hits to drop a Hell Knight, DPS at a given fire rate — the math is fine by hand for one weapon, but a 20-weapon mod gets old fast.

Web tool, no install: https://smart-calculators.net/en-US/too ... calculator

Inputs:
- Damage value (numeric or damage*N style expression)
- Monster preset — 19 vanilla actors, Zombieman through Cyberdemon
- Fire rate in tics or seconds
- Flags: +STRIFEDAMAGE, hitscan pellet count, DamageFactor scalar

Outputs:
- Min / avg / max per shot
- Shots-to-kill against the selected monster
- DPS at the given fire rate
- Tic ↔ seconds converter for ACS Delay() and state durations

Handles the vanilla formulas — projectile damage × random(1,8), hitscan pellets (pistol / shotgun / SSG / chaingun / fist / chainsaw), +STRIFEDAMAGE's random(1, 4*damage), and DamageFactor as a multiplier. Custom expressions go in a free-text field if you've got something exotic.

What it doesn't do: armor reduction (separate rabbit hole), runtime damage display (DamNums covers that), berserk multiplier (just plug in 10×damage manually), ApplyDamageFactor at runtime — it's design-time math, not a debug overlay.

Open to suggestions if there's a vanilla formula I missed or a monster the preset dropdown should have.

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